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https://github.com/overte-org/overte.git
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Allow multiple scripts to register, and allow them to specify the specific anim vars they are interested in.
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parent
900b07fdee
commit
4b4907c9ef
6 changed files with 79 additions and 41 deletions
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@ -163,7 +163,7 @@ public:
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bool hasKey(const QString& key) const { return _map.find(key) != _map.end(); }
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// Answer a Plain Old Javascript Object (for the given engine) all of our values set as properties.
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QScriptValue animVariantMapToScriptValue(QScriptEngine* engine) const;
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QScriptValue animVariantMapToScriptValue(QScriptEngine* engine, const QStringList& names, bool useNames) const;
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// Side-effect us with the value of object's own properties. (No inherited properties.)
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void animVariantMapFromScriptValue(const QScriptValue& object);
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void copyVariantsFrom(const AnimVariantMap& other);
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@ -206,7 +206,7 @@ protected:
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std::set<QString> _triggers;
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};
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typedef std::function<void(QScriptValue, QScriptValue)> AnimVariantResultHandler;
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typedef std::function<void(QScriptValue)> AnimVariantResultHandler;
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Q_DECLARE_METATYPE(AnimVariantResultHandler);
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Q_DECLARE_METATYPE(AnimVariantMap)
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@ -15,36 +15,49 @@
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#include <RegisteredMetaTypes.h>
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#include "AnimVariant.h"
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QScriptValue AnimVariantMap::animVariantMapToScriptValue(QScriptEngine* engine) const {
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QScriptValue AnimVariantMap::animVariantMapToScriptValue(QScriptEngine* engine, const QStringList& names, bool useNames) const {
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if (QThread::currentThread() != engine->thread()) {
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qCWarning(animation) << "Cannot create Javacript object from non-script thread" << QThread::currentThread();
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return QScriptValue();
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}
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QScriptValue target = engine->newObject();
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for (auto& pair : _map) {
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switch (pair.second.getType()) {
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auto setOne = [&] (QString name, AnimVariant value) {
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switch (value.getType()) {
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case AnimVariant::Type::Bool:
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target.setProperty(pair.first, pair.second.getBool());
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target.setProperty(name, value.getBool());
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break;
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case AnimVariant::Type::Int:
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target.setProperty(pair.first, pair.second.getInt());
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target.setProperty(name, value.getInt());
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break;
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case AnimVariant::Type::Float:
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target.setProperty(pair.first, pair.second.getFloat());
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target.setProperty(name, value.getFloat());
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break;
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case AnimVariant::Type::String:
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target.setProperty(pair.first, pair.second.getString());
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target.setProperty(name, value.getString());
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break;
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case AnimVariant::Type::Vec3:
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target.setProperty(pair.first, vec3toScriptValue(engine, pair.second.getVec3()));
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target.setProperty(name, vec3toScriptValue(engine, value.getVec3()));
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break;
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case AnimVariant::Type::Quat:
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target.setProperty(pair.first, quatToScriptValue(engine, pair.second.getQuat()));
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target.setProperty(name, quatToScriptValue(engine, value.getQuat()));
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break;
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default:
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// Note that we don't do mat4 in Javascript currently, and there's not yet a reason to start now.
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assert("AnimVariant::Type" == "valid");
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}
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};
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if (useNames) { // copy only the requested names
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for (const QString& name : names) {
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auto search = _map.find(name);
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if (search != _map.end()) { // scripts are allowed to request names that do not exist
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setOne(name, search->second);
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}
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}
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} else { // copy all of them
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for (auto& pair : _map) {
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setOne(pair.first, pair.second);
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}
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}
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return target;
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}
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@ -606,36 +606,51 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
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}
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// Allow script to add/remove handlers and report results, from within their thread.
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// TODO: iterate multiple handlers, but with one shared arg.
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// TODO: fill the properties based on the union of requested properties. (Keep all properties objs and compute new union when add/remove handler.)
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QScriptValue Rig::addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { // called in script thread
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_stateHandlers = handler;
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return handler; // suitable for giving to removeAnimationStateHandler
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}
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void Rig::removeAnimationStateHandler(QScriptValue handler) { // called in script thread
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_stateHandlers = QScriptValue();
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QMutexLocker locker(&_stateMutex); // guarding access to results
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_stateHandlersResults.clearMap(); // TODO: When we have multiple handlers, we'll need to clear only his handler's results.
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}
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void Rig::animationStateHandlerResult(QScriptValue handler, QScriptValue result) { // called synchronously from script
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// handler is currently ignored but might be used in storing individual results
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QMutexLocker locker(&_stateMutex);
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if (!_stateHandlers.isValid()) {
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int identifier = ++_nextStateHandlerId; // 0 is unused
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StateHandler& data = _stateHandlers[identifier];
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data.function = handler;
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data.useNames = propertiesList.isArray();
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if (data.useNames) {
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data.propertyNames = propertiesList.toVariant().toStringList();
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}
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return QScriptValue(identifier); // suitable for giving to removeAnimationStateHandler
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}
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void Rig::removeAnimationStateHandler(QScriptValue identifier) { // called in script thread
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QMutexLocker locker(&_stateMutex);
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_stateHandlers.remove(identifier.isNumber() ? identifier.toInt32() : 0); // silently continues if handler not present
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}
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void Rig::animationStateHandlerResult(int identifier, QScriptValue result) { // called synchronously from script
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QMutexLocker locker(&_stateMutex);
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auto found = _stateHandlers.find(identifier);
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if (found == _stateHandlers.end()) {
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return; // Don't use late-breaking results that got reported after the handler was removed.
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}
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_stateHandlersResults.animVariantMapFromScriptValue(result); // Into our own copy.
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found.value().results.animVariantMapFromScriptValue(result); // Into our own copy.
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}
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void Rig::updateAnimationStateHandlers() { // called on avatar update thread (which may be main thread)
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if (_stateHandlers.isValid()) {
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auto handleResult = [this](QScriptValue handler, QScriptValue result) {
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animationStateHandlerResult(handler, result);
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QMutexLocker locker(&_stateMutex);
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// It might pay to produce just one AnimVariantMap copy here, with a union of all the requested propertyNames,
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// rather than having each callAnimationStateHandler invocation make its own copy.
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// However, that copying is done on the script's own time rather than ours, so even if it's less cpu, it would be more
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// work on the avatar update thread (which is possibly the main thread).
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for (auto data = _stateHandlers.begin(); data != _stateHandlers.end(); data++) {
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// call out:
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int identifier = data.key();
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StateHandler& value = data.value();
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QScriptValue& function = value.function;
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auto handleResult = [this, identifier](QScriptValue result) {
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animationStateHandlerResult(identifier, result);
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};
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// invokeMethod makes a copy of the args, and copies of AnimVariantMap do copy the underlying map, so this will correctly capture
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// the state of _animVars and allow continued changes to _animVars in this thread without conflict.
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QMetaObject::invokeMethod(_stateHandlers.engine(), "callAnimationStateHandler", Qt::QueuedConnection,
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Q_ARG(QScriptValue, _stateHandlers),
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QMetaObject::invokeMethod(function.engine(), "callAnimationStateHandler", Qt::QueuedConnection,
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Q_ARG(QScriptValue, function),
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Q_ARG(AnimVariantMap, _animVars),
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Q_ARG(QStringList, value.propertyNames),
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Q_ARG(bool, value.useNames),
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Q_ARG(AnimVariantResultHandler, handleResult));
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// It turns out that, for thread-safety reasons, ScriptEngine::callAnimationStateHandler will invoke itself if called from other
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// than the script thread. Thus the above _could_ be replaced with an ordinary call, which will then trigger the same
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@ -643,12 +658,13 @@ void Rig::updateAnimationStateHandlers() { // called on avatar update thread (wh
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// We could create an AnimVariantCallingMixin class in shared, with an abstract virtual slot
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// AnimVariantCallingMixin::callAnimationStateHandler (and move AnimVariantMap/AnimVaraintResultHandler to shared), but the
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// call site here would look like this instead of the above:
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// dynamic_cast<AnimVariantCallingMixin*>(_stateHandlers.engine())->callAnimationStateHandler(_stateHandlers, _animVars, handleResult);
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// dynamic_cast<AnimVariantCallingMixin*>(function.engine())->callAnimationStateHandler(function, ..., handleResult);
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// This works (I tried it), but the result would be that we would still have same runtime type checks as the invokeMethod above
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// (occuring within the ScriptEngine::callAnimationStateHandler invokeMethod trampoline), _plus_ another runtime check for the dynamic_cast.
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// gather results in (likely from an earlier update):
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_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registgered wins. (_map preserves order).
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}
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QMutexLocker locker(&_stateMutex); // as we examine/copy most recently computed state, if any. (Typically an earlier invocation.)
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_animVars.copyVariantsFrom(_stateHandlersResults);
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}
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void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
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@ -53,6 +53,12 @@ typedef std::shared_ptr<Rig> RigPointer;
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class Rig : public QObject, public std::enable_shared_from_this<Rig> {
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public:
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struct StateHandler {
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AnimVariantMap results;
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QStringList propertyNames;
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QScriptValue function;
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bool useNames;
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};
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struct HeadParameters {
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float leanSideways = 0.0f; // degrees
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@ -203,7 +209,7 @@ public:
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bool disableHands {false}; // should go away with rig animation (and Rig::inverseKinematics)
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QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList);
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void removeAnimationStateHandler(QScriptValue handler);
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void animationStateHandlerResult(QScriptValue handler, QScriptValue result);
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void animationStateHandlerResult(int identifier, QScriptValue result);
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bool getModelOffset(glm::vec3& modelOffsetOut) const;
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@ -249,8 +255,8 @@ public:
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float _rightHandOverlayAlpha = 0.0f;
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private:
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QScriptValue _stateHandlers;
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AnimVariantMap _stateHandlersResults;
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QMap<int, StateHandler> _stateHandlers;
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int _nextStateHandlerId {0};
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QMutex _stateMutex;
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};
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@ -262,7 +262,8 @@ void ScriptEngine::errorInLoadingScript(const QUrl& url) {
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// callAnimationStateHandler requires that the type be registered.
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// These two are meaningful, if we ever do want to use them...
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static QScriptValue animVarMapToScriptValue(QScriptEngine* engine, const AnimVariantMap& parameters) {
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return parameters.animVariantMapToScriptValue(engine);
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QStringList unused;
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return parameters.animVariantMapToScriptValue(engine, unused, false);
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}
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static void animVarMapFromScriptValue(const QScriptValue& value, AnimVariantMap& parameters) {
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parameters.animVariantMapFromScriptValue(value);
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@ -741,7 +742,7 @@ void ScriptEngine::stop() {
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}
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// Other threads can invoke this through invokeMethod, which causes the callback to be asynchronously executed in this script's thread.
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void ScriptEngine::callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, AnimVariantResultHandler resultHandler) {
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void ScriptEngine::callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, QStringList names, bool useNames, AnimVariantResultHandler resultHandler) {
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if (QThread::currentThread() != thread()) {
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#ifdef THREAD_DEBUGGING
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qDebug() << "*** WARNING *** ScriptEngine::callAnimationStateHandler() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] name:" << name;
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@ -749,14 +750,16 @@ void ScriptEngine::callAnimationStateHandler(QScriptValue callback, AnimVariantM
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QMetaObject::invokeMethod(this, "callAnimationStateHandler",
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Q_ARG(QScriptValue, callback),
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Q_ARG(AnimVariantMap, parameters),
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Q_ARG(QStringList, names),
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Q_ARG(bool, useNames),
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Q_ARG(AnimVariantResultHandler, resultHandler));
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return;
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}
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QScriptValue javascriptParametgers = parameters.animVariantMapToScriptValue(this);
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QScriptValue javascriptParametgers = parameters.animVariantMapToScriptValue(this, names, useNames);
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QScriptValueList callingArguments;
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callingArguments << javascriptParametgers;
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QScriptValue result = callback.call(QScriptValue(), callingArguments);
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resultHandler(callback, result);
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resultHandler(result);
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}
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void ScriptEngine::timerFired() {
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@ -144,7 +144,7 @@ public:
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ArrayBufferClass* getArrayBufferClass() { return _arrayBufferClass; }
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public slots:
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void callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, AnimVariantResultHandler resultHandler);
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void callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, QStringList names, bool useNames, AnimVariantResultHandler resultHandler);
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signals:
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void scriptLoaded(const QString& scriptFilename);
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